pub struct Animation { /* private fields */ }
Expand description

A playable animation to assign to a SpritesheetAnimation component.

An animation is composed of one or several AnimationStages.

Parameters like duration, repeat, direction and easing can be specified.

If specified, they will be combined with the parameters of the underlying AnimationStages and AnimationClips.

§Example

let animation_id = library.new_animation(|animation| {
    let mut stage1 = AnimationStage::from_clip(some_clip_id);
    stage1
        .set_duration(AnimationDuration::PerCycle(2000))
        .set_easing(Easing::In(EasingVariety::Quadratic));

    let mut stage2 = AnimationStage::from_clip(another_clip_id);
    stage2
        .set_repeat(10)
        .set_direction(AnimationDirection::PingPong);

    animation
        .add_stage(stage1)
        .add_stage(stage2)
        .set_repeat(AnimationRepeat::Cycles(5));
});

Implementations§

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impl Animation

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pub fn add_stage(&mut self, stage: AnimationStage) -> &mut Self

Adds a stage to the animation.

Stages are played in the same order that they are added.

§Arguments

stage - the stage to add to the animation

§Example
let animation_id = library.new_animation(|animation| {
    // Directly add a first clip to the animation as a stage

    animation.add_stage(some_clip_id.into());

    // Add a second clip
    //
    // This time, we create an explicit stage to tweak the clip's parameters

    let mut stage = AnimationStage::from_clip(some_clip_id);
    stage.set_direction(AnimationDirection::Backwards);

    animation.add_stage(stage);
});
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pub fn stages(&self) -> &[AnimationStage]

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pub fn set_duration(&mut self, duration: AnimationDuration) -> &mut Self

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pub fn duration(&self) -> &Option<AnimationDuration>

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pub fn set_repeat(&mut self, repeat: AnimationRepeat) -> &mut Self

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pub fn repeat(&self) -> &Option<AnimationRepeat>

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pub fn set_direction(&mut self, direction: AnimationDirection) -> &mut Self

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pub fn direction(&self) -> &Option<AnimationDirection>

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pub fn set_easing(&mut self, easing: Easing) -> &mut Self

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pub fn easing(&self) -> &Option<Easing>

Trait Implementations§

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impl Clone for Animation

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fn clone(&self) -> Animation

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Animation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Performs the conversion.
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